/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/BodyInstance.h
Find the correct PhysicalMaterial and PhysicalMaterialMasks for complex geometry on a given body and owner. This is really for internal use during serialization
static void GetComplexPhysicalMaterials ( const [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BodyInstance, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) > Owner, [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > & OutPhysMaterials, [TArray](API\Runtime\Core\Containers\TArray)< [FPhysicalMaterialMaskParams](API\Runtime\Engine\Physics\FPhysicalMaterialMaskParams) > * OutPhysMaterialMasks )